Zeus pits team Motherboard against Team Hacker in a relay race for the Mount Olympus games.
Hacker traps Digit and the kids in a mini-galaxy of orbs containing eerie creatures called Creepers.
The kids must master the properties of symmetry to stop Hacker from destroying all of cyberspace.
The kids go to Hacker's hideout and use logic to free the Ten Lucky Charms that he has collected.
The kids use algebraic equations to beat Hacker at a contest on cyber-wide television.
The kids learn to trade, barter and create a monetary system to rebuild their crashed cybercraft.
Jules and the kids fall into an underground arena where they must play a game against three ghosts.
Disguised as a gypsy, Hacker lures Digit to a fantastic cyber amusement park and holds him captive.
The kids solve a riddle and complete challenges for Zues after failing to stop Hacker in Greece.
The kids treat math problems like a challenging game when they are taken prisoner by a Zen Master.